VGA Games
VGA stands for Video Graphics Array. VGA was released by IBM in 1987 via IBM's PS/2 personal computer. The IBM PS/2 VGA Display Adapter was the first VGA graphics card. VGA is the successor to IBM PC EGA.
Standard VGA displays in 320x200 and features 256 on-screen colors drawn from a palette range of 262,144 colors.
Standard VGA display memory ranges from 256 kbytes to (typically) 1 mbytes. VGA also supports per-pixel hardware-scrolling, page-shifting and parallel pixel processing.
It took three years for cloners to cost-reduce VGA. Proper VGA games also came out three years after VGA's initial release. By "proper", I mean computer games that actually banged VGA chipsets hard, not just displayed in VGA.
Non-standard Square-pixel VGA Games 320x240
This is a chronological list of the most technically notable IBM PC games that were coded to display in non-standard square-pixel VGA 320x240 as opposed to non-square-pixel VGA 320x200 (4:3 as opposed to 16:10).
Back in the day, 320x200 computer games appeared to be square-pixel because the analogue cathode ray-tube monitor (CRT) natively scaled screen-graphics to 4:3, but the original digital graphics were actually 16:10.
In paint packages such as Deluxe Paint of 1985 graphicians of 320x200 computer games outputted their art assets in squashed proportions in order to anticipate the monitor's aspect ratio, but graphicians were not always consistent: in the same game, on the same screen, you can sometimes see proportional and disproportional shapes. One circle appears propotional, another a prolate or oblate ellipse. Oftentimes, the shapes that appear on the playfield (where the action takes place) are proportional but the HUD shapes are disproportional. e.g., M1 Tank Platoon 1989.
320x240 (Mode X) was not as commonly employed as 320x200 (Mode 13h) because coding 320x240 was much more complicated and largely undocumented until the early 90s.
In 1991 non-standard VGA modes became more common (such as Mode X), improving pixel-display performance and proportions:VGA Mode X: 256 colors, square-pixel 1:1 aspect ratio at 320x240 to 360x480 + page-flipping + parallel pixel processing + per-pixel hardware scrolling.
Non-standard Square-pixel VGA Shoot 'em ups
The following shoot 'em ups display in square-pixel 320x240. For more info on these shoot 'em ups please refer to IBM PC Shoot 'em ups Listed in Chronological Order.
The Last Eichhof of 1993 by Alpha-Helix:
The Flying Tigers of 1995 by Jay Kramer:
Stargunner of 1996 by WizardWorks:
Seek and Destroy of 1996 by Safari Software:
Nebula Fighter of 1997 by Holodream Software:
More Non-standard Square-pixel VGA Platform
Unless otherwise indicated the following platform games display in non-standard square-pixel VGA 320x240. Black borders indicate that the viewport is not taking advantage of all screen-space. Also, playfield sizes are reduced by score-panels and such-like in most platform games.
Lost Vikings of 1993 by Silicon & Synapse:
On a technical-level this is a good game. Note that Silicon & Synapse became Blizzard Entertainment.
Blackthorne of 1994 by Blizzard Entertainment:
Blackthorne does not scroll: it is a flip-screen computer game. Wise decision. Note that Blizzard Entertainment would go on to code WarCraft and WarCraft 2. However, the inferior Diablo 1 and Diablo 2 were coded by Blizzard North.
It is funny how Blizzard North garnered so much underserved acclaim from the mainstream: they are not even the best Blizzard crew.
Case in point: Diablo 1 screen-scrolling is not as smooth as WC2 or even Lost Vikings screen-scrolling. And Diablo 1 runs at a pathetic 25 FPS.
Superfrog of 1994 by Team 17:
On a technical display level Super Frog is a king-tier computer game. Note the full-screen 320x240 playfield. This is a port of the Amiga original. While Superfrog is nothing special in the grand scheme of platformers, at least its playfield is full-screen and it runs at full frames.
Earthworm Jim of 1995 by Shiny Entertainment Inc.:
Earthworm Jim runs in 320x240 at 60 Hz or 320x224 at 72 Hz. Earthworm Jim requires an i80486 DX2-33 MHz CPU, 520K of free conventional RAM, 8 megs of EMS RAM and 1 meg vRAM.
The Lost Vikings 2 of 1997 by Beam Software:
Norse by Norse West: The Return of the Lost Vikings aka Lost Vikings 2 runs in 320x240.
The Lost Vikings 2 requires a i80486 DX4-100 MHz CPU, 16 megs of RAM and 2 megs of vRAM. Employs pre-rendered sprites and FMVs. The Windows version requires a Pentium 60 MHz, 16 megs of RAM and DirectX 3.0.
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